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reinhart

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  1. Opps, looks like I missed the "import Base". I needed to do that if I actually wanted to use items from base game. I just figured the base game's loaded anyway. Anyhow, that's fixed, I've tested it myself. The repair also works. OP updated. Thanks!
  2. Mod updated: Changelog: v1.1 2014-02-18 Changelog added. Tweaked distribution file and fixed a bug that might be preventing items from the mod to spawn. Support should now be added for NecroForge, thanks to rorschach.
  3. You're on real life mode for survival lol. And what's going on out there, why do they have power cut lasting for 2 days there?
  4. This mod adds the multi-pump pneumatic air rifle to the game. I wanted this because the game lacks any silent ranged weapons, and even though there are mods that adds silencers to guns and bows/crossbows, I personally prefer a gun-type weapons that's quieter than silenced guns but have more shot capacity than bows/crossbows - like the pneumatic gun from Metro game series that inspired this. Air guns can shoot up to 1000+ feet per second, and also go supersonic. They're used in real life to deal with pests; some have been used to down deer; and sometimes even humans, so I thought why not use it to kill zombies as well. For TLDR just scroll to the bottom for the download link. Below are just more info for people that wants/need it. Reloading:This is a pellet-firing 10-shot air rifle that needs pumping (and reloading) every 10 shots, which contributes to the long loading time (longest of all guns from vanilla and mods). If you're on normal or hard mode it takes even longer to load because the loading of the magazine itself takes almost as long (putting small pellets into small magazine). The pumping/reload time and mechanism is balanced for fun and easy reload mode, if you want a harder Zomboid I would assume you'd be on normal/hard mode, where the addition of loading the magazine (which I've made to take longer) would make the whole affair even longer. Damage: The gun is nearly silent, but usually takes 2 shots to take out a zombie. I figure zombie brains might be more resistant to damage to human brains, in terms of getting hit by a tiny pellet. This is assuming zombies in Zomboid can only be killed by headshots, and since vanilla pistols and shotguns kill in a shot or two, I assume those are headshots and not body shots, therefore shots by an air gun would also be assumed to be headshots. Fixing: You fix a broken gun by disassembling another pneumatic gun with the screwdriver to obtain parts, and then you use the parts to fix the gun. I've not had a chance to test this, so please let me know if it works, sorry. You should keep the screwdriver. Distribution: You can find guns and tins of pellets in wardrobes, crates, and all containers in gun store and sheds. You'll be able to find pellets in most counters, but not bar counters (why would a bar have that). Police stations will not have air rifles or pellets. You'll also be able to find items from this mod on zombies (unfortunate survivors who tried to use air rifles in combat). Chances for finding these items should not be high, although it may still come out that way since they're a bunch of low-chance spawns spread across many possible loot containers, therefore distribution may need some more balancing. Compensating factors: I think all the factors above - the size of the clip, time it takes to reload and damage of the weapon should compensate for the stealthiness of the weapon. It's certainly not something to be used in the heat of combat. I'm still pondering whether I should up the damage so it'll take 1 shot more often than not, as opposed to 2 shots more often than not, seeing as how it can take down a large animal more resilient than humans. I've seen this asked by mods before, so I'll say up front that all artwork are original creations (as far as the shape of things can be original), and all sound are from royaly free sources. Lastly, one disappointing factor is that even though it does have the firing and dry fire sound, I can't figure out how to add a proper air pumping sound. You can specify a sound for when magazines are loaded/loading, but the sound file only plays after the magazine loading animation is complete, which would make the pumping sound out of place. If anyone knows how to implement this properly I would grateful for any tips. Other feedback also welcome (but I'm under no obligation to oblige them). Download: http://www.mediafire.com/download/5c9qxygklncjc7f/RMPneumatic1.1.1.rar Changelog: v1.0 2014-02-17 Initial Release v1.1 2014-02-18 Changelog added. Tweaked distribution file and fixed a bug that might be preventing items from the mod to spawn. Support should now be added for NecroForge, thanks to rorschach. v1.1.1 2014-02-19 Fixed inability to disassemble pneumatic gun into gun parts. Credits: The Indie Stone - for Zomboid RoboMat - for mod install instructions JJStorm - for the gun sprite Reinhart Menken aka reinhart aka me - for the other sprites People that uploaded free sound bytes I've used for the pneumatic air gun sound effects ps. If you have current game in progress, or just want to cheat, I've created a cheat button. Just press T and F1 for a couple pneumatic rifles and tins of pellets.
  5. reinhart

    Constant pain

    Cool, thanks EnigmaGrey for passing it on, and thanks EasyPickins for fixing it! I was wondering if it was something not resetting in the background, although I wasn't sure what. Sorry I missed your reply Rathlord, I've just sort of left it after EnigmaGrey said he'd pass it on.
  6. Confirmed. I intentionally ensure no zed gets behind me while looting. Always having an out is key to my survival. I can drop a pack of zeds, continue forward, make a small, necessary retreat and there are 3 or 4 zeds standing behind me, just out of sight where everything WAS dead. My outs are no longer guaranteed. Kinda frustrating. Yeah, not only that my exit path doesn't stay secure, I can't justify using my guns (partly to attract them so I can clear them) if I know they're just going to respawn in 10 seconds anyway, as opposed to hours or days in-game time.
  7. That'd be cool. In that case, thanks for the clarification Again, thanks for the cool project, really helpful.
  8. It shouldn't spawn them in a new game if you disable the mod. I think what elvendertig meant is that, in your existing game, you can't just disable a mod and hope your existing save game would work, because those items exist in your world. But in a new game they won't show up if you disable the mod.
  9. I'll give that a go for a while, though I got 2 stutters in the first 10 minutes. Will see how it goes for extended play. On another note: Has the spawning been changed at all? I'm in this area, and I keep clearing out surround zombies and they just keep spawning more as I walk back, and it's like multiples at a time, not just 1 or 2. I've been at this place previously and cleared out the surrounding areas, and the zombies spawns less. From what I read they're supposed to only spawn near the edge slowly and migrate inwards, this doesn't seem to fit that description. I also understand that they won't ever be cleared 100%. Sorry you guys must have been asked about spawning multiple times, I'd suggest putting this in the FAQ in support.
  10. Are you actually playing in the IWBMS branch, the beta, or none in Steam Library -> [Right Click] Project Zomboid -> Properties -> [betas] tab? I know someone who thought this was fixed that'll be very sad. I'm sorry to say - I am playing build 23 (aka IWBMS branch, correct?). I had to go through the properties and typing in the "secret" code.
  11. Yeah, you can't make in-world sprites yet, IIRC. What I said
  12. It's a shame there's only 6 days left. If the developer had some more media exposure I'm sure it'd get funded fairly quick. It looks like only RPS has covered them.
  13. Since performance was part of the update, I'll just report that I'm still getting freezes of 2 - 3 seconds once in a while. I assume you'll ask for specs, so here it is: 4 core CPU 2.8 Ghrz 8GB DDR3 Memory GeForce 450 GTS Gfx card FYI I've changed the batch file to use min 1024 and max 4096 memory instead of the default min1024/max1024. Multi-threading is turned on. Edit: I'm still on the recommended setting from before the release, locked at 30FPS, 800x600 res, low lighting, latest GeForce driver.
  14. I was under the impression that he meant the sprites only exist in your inventory. When you hold the weapons they use vanilla weapon images.
  15. Like I checked you can't change in-world sprites yet.
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